/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated May 1, 2019. Replaces all prior versions.
 *
 * Copyright (c) 2013-2019, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
 * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
 * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
 * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
 * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
 * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
 * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
 * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace Spine.Unity.Examples {
	public class DataAssetsFromExportsExample : MonoBehaviour {

		public TextAsset skeletonJson;
		public TextAsset atlasText;
		public Texture2D[] textures;
		public Material materialPropertySource;

		SpineAtlasAsset runtimeAtlasAsset;
		SkeletonDataAsset runtimeSkeletonDataAsset;
		SkeletonAnimation runtimeSkeletonAnimation;

		void CreateRuntimeAssetsAndGameObject () {
			// 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader);
			// 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset)
			// 3. Create SkeletonAnimation (needs a valid SkeletonDataAsset)

			runtimeAtlasAsset = SpineAtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true);
			runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);
		}

		IEnumerator Start () {
			CreateRuntimeAssetsAndGameObject();
			runtimeSkeletonDataAsset.GetSkeletonData(false); // preload.
			yield return new WaitForSeconds(0.5f);

			runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);

			// Extra Stuff
			runtimeSkeletonAnimation.Initialize(false);
			runtimeSkeletonAnimation.Skeleton.SetSkin("base");
			runtimeSkeletonAnimation.Skeleton.SetSlotsToSetupPose();
			runtimeSkeletonAnimation.AnimationState.SetAnimation(0, "run", true);
			runtimeSkeletonAnimation.GetComponent<MeshRenderer>().sortingOrder = 10;
			runtimeSkeletonAnimation.transform.Translate(Vector3.down * 2);

		}
	}

}
